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Junylar

Junylar

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Junylar
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  • @EvanSnowWolf said:

    The skill check is the issue?

    I have 193 hours into this game, and I can say I've never missed a Decisive Strike check.

    EVER.

    Do you have a 144 Hz monitor?

  • @JPA said:

    "And there is nothing more frustrating in the game than missing DS while the gates are open."

    I can think of a few things:

    • After a game of playing "fair" (no tunnelling, minimal slugging and camping etc) knowing the guy who is downed has a free escape because they were recently unhooked and now have protection from you "tunneling" them (i.e. e.g. they have 1 minute to crawl to exit gate, or can just use the DS stun)
    • Being efficient at killing to the point of cycling multiple players and then get hit by a DS at 59 seconds, despite not tunnelling
    • Having someone do a generator in your face and/or jump into a locker with DS protection. That's cool, you can have all of the benefits of your "anti-tunnel" perk and not be touched by me, but you can still participate in the game by repairing generators or healing other members of the team

    I guess you never actually missed DS skillcheck while the gates were open, so you don't understand...

  • @Sonzaishinai said:

    http://www.mistersyms.com/tools/gitgud/

    Do this for about 10 minutes and you'll never miss a skillcheck again except maybe against doctor

    I did it for longer than 10 minutes and still somehow miss them

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/1863818#Comment_1863818

    No it isnt. You can see it that way but there are many arguments against it. (Depipping while escaping for example)

    Its not a clear win-condition, otherwise i could camp the hatch from the start and let my team die. It would be the best way to win.

    When the game starts you have a chance of having your team win and escape through the gates. But when your team has already lost, there are just 2 choices left: to die or to escape through the hatch. And the latter is much more beneficial than the former.

  • @Aven_Fallen said:

    No, it isnt. Basically, if it is a 3v1 before at least 4 Gens have been done, the Survivors will lose. Of course if there is no big Skill Gap between Killer and Survivor and those 3 Survivors are way better than the Killer.

    In general, DBD is a game of snowballing - the most common results from my experience are 4Ks or 0Ks (I would even count Hatch Escapes or 1Ks due to camping one Survivor during EGC to secure that Kill to those, since both can be avoided by slugging or simply not camping the Hook). If the Survivor Team loses one part of their team early (which is 25%), they will most likely lose, resulting in a 4K. If the Killer cannot take one Survivor out early enough, they will lose, getting a 0K.

    Of course there are results in between, there will be games with 1Ks, 2Ks and 3Ks, but from my experience, the most common results are either 4Ks or 4 man escapes.

    You can also count 1 escape as 4k since that one escape mostly happens due to the hatch, and 1 kill can be counted as 0k, since it is often a result of camping. So there are three distinct results: killer victory (3-4k), stalemate (2k exactly) and survivors' victory (0-1k).

  • @TicTac said:

    The problem is that too many players see an escape as win. Sure it gives you bloodpoints and emblem points, but compared to other things its not the sole reason of the game.

    Its only rational when you want to escape.

    Rational for fun? Depends on the person.

    Rational for a pip? I dont think so, it can make the difference but most of the times it does not.

    Rational for bloodpoints? No

    Ratinal for your time? No

    Well, escaping gives you 5k bloodpoints, while a safe unhook is only 1.5k. Escaping is also required to get golden or iridescent "Unbroken" emblem, while a safe unhook grants you an additional 10 pints (out of 100) in the Benevolent emblem (-10 for hooking and then +20 for safe unhooking, or -30 for an unsafe unhooking, so even here you risk with your emblems). By any means escaping is much more beneficial to the survivor than dying.

  • With current hit validation the higher ping the killer has - the longer the distance he will hit you from. Many killers found it out and are now actively abusing it by turning on their cheap VPN and connecting via wifi to increase their ping. It's the new kind of lagswitching and it is perfectly legal for now, as the devs don't seem to care about the problem at the moment.

  • What do you mean by "not working" exactly? You can still click anyone's name and then click "block". Although I have no idea what this "block" actually does, the interface for that works.

  • @Sonzaishinai said:

    Tea bagging and taunts in general have been in games forever. It's just a small jab that does nothing if you choose not to be offended about it.

    If you can't take a little taunt then you shouldn't play pvp games.

    Yeah, but they actually removed crouching for hunters in Deathgarden, as it served no purpose for them other than being used to t-bag scavengers. So, according to BHVR, the victim role should be able to BM, but the power role should not.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1861909#Comment_1861909

    Funny, i had matches (as in more than one) where 2 people where gone with 3 gens left (due to any combination of tunneling and dc), and still left with the other guy through the gates, because he was a decent player. Can you define "guaranteed" for me?

    "Guaranteed" being unavoidable if the killer knows what he is doing. The killer can pressure up to 3 people at the same time: one on the hook, one going for the unhook, one being chased. That's how most of the game goes, starting with the first hook and ending with the last gen being done. If there are 3 people left, it's unrealistic for them to finish 2 gens, since most of the time all of them will be pressured by being hooked, going for the unhook or being chased. You can only escape if the killer doesn't care about gens and doesn't patrol them, or makes some other kind of potato-tier mistake.

  • @CANxOFxCORN said:

    https://forum.deadbydaylight.com/en/discussion/comment/1859127#Comment_1859127

    Hook Survivor 1 with DS, Commit chase on Survivor 2, down hook, in the meantime, you get a notification of an unhook, you go to the notification, down and get DS. Thats not tunneling, thats being punished for being good.

    Better yet, when there is a locker next to a gen, you basically have to leave him alone with the gen, since there is no way to outplay a DS in a locker.

  • @NITRAS42 said:

    I really think they should add a the ability to get increase odds of particular perks with prestige.

    Or better yet, separate items from perks somehow

  • I think the whole bloodweb is an outdated system which doesn't work well with the amount of perks there are now. If you have all the perks unlocked, you would have to dance at the level 50 for eternity before fishing out the perks you need. And the more characters and perks they add, the longer it will take. I hope they come up with a new system of unlocking perks for characters eventually.

  • Eliminating someone before 4 gens are done is a guaranteed win for the killer, as Otz has proven. So in order to even have a chance of winning they at least must have an obsession. Every game without an obsession I played as both sides was an ez win for the killer: you just tunnel the same person to death by the time 2 gens are remaining and they don't have a chance of completing all the gens. This is why they absolutely need to add an obsession in every game.

  • @FlamingkittyUmad said:

    Nope. Too OP. Choosing to tell survivors that the obsession is being chased is already pushing it. "oh the killer is coming *checks HUD* nevermind they're in chase already *sticks to gen*"

    funny about the killer not being able to see hooks remaining, I've always been able to do that in my head as killer but never while playing survivor

    Yeah, of course it's OP. The fact that SWFs have this kind of functionality out of the box doesn't matter a bit, solo survivors are here just to suffer.

  • @bgbomb said:

    title

    Otherwise how could we know the MMR is working well or bad?

    And how could we know about how good we are?

    You just gave them a good reason not to show it: if it's broken (and it will be), people won't know for sure.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1858357#Comment_1858357

    No, having equally or stronger killers available for free or playtime currency is the way to bypass p2w. mkay?

    then you basically idle in bloodwebs or whatever, the steam stats don't count pure trial time, it counts "game is executing" time. your decision if you regard 60 hours as insanely long, I think it is pretty fair. to get to the most important meta perks you mentioned before it only takes you 200 to max 300 hours. and it is not about unlocking every character if you talk about p2w, stay on topic please, this argument is irrelevant.

    and most of all, your "thousands of hours" statement from before is still ridiculous BS. sorry, it just is BS. DBD simply is no p2w

    No, having equally or stronger killers available for free or playtime currency is the way to bypass p2w. mkay?

    This is exactly why the term "grindwall" came to life: if the game has an option to grind something for eternity and to just buy it instantly, it's commonly called "p2w", even if there is a way to eventually get it without paying money. You waste several years grinding for stuff, or you just pay up and get it all unlocked instantly: pay and win with newly unlocked strong stuff, hence p2w.

    then you basically idle in bloodwebs or whatever, the steam stats don't count pure trial time, it counts "game is executing" time. your decision if you regard 60 hours as insanely long, I think it is pretty fair. to get to the most important meta perks you mentioned before it only takes you 200 to max 300 hours. and it is not about unlocking every character if you talk about p2w, stay on topic please, this argument is irrelevant.

    To get DS and BBQ in a definite amount of time you have to buy DLC, since you have no control over the shrine, and it can take your from a couple of weeks to several years waiting for it. Waiting for the shrine is in the essence the same as grinding. You have to log in regularly, you have to wait a long time. It may be less exhausting than actually grinding for something, but it's still in the same spirit. For example, the last time BBQ appeared there was in the 38th week of 2020. The last time before that was in the 47th week of 2019. So it took 61 weeks to get it after the second last time it appeared, it's more than a year. Getting perks with the shrine in a definite amount of time is impossible, if your "definite amount of time" is not counted in years. If this is not an argument for you, then I'm not even sure what is.

    And yeah, you still haven't said anything about Freddy. An easy to play strong killer in DLC is not p2w just because there is a stronger free killer, which would take months if not years to learn? Is that all?

  • @TheMythicalCat said:

    If you want to go that route:

    NOED: You lose all gens? Free insta-downs

    Bloodwarden: Gates are open and you hook someone? No one can leave and they're probably #########

    Enduring: You get stunned? Don't worry, it hardly matters

    Spirit Fury: You get stunned? Goodbye pallet

    Nemesis: You get stunned? They're your obsession now, you see their aura, and they can't hear your terror radius

    Pop Goes the Weasel: Gen going too fast? Just ######### remove a quarter of it

    Undying: Totem gets cleansed early? No it didn't, it's already back

    Killers do have second chance perks.

    NOED: You lose all gens? Free insta-downs

    Bloodwarden: Gates are open and you hook someone? No one can leave and they're probably [BAD WORD]

    Yeah, I guess that's why NOED + Bloodwarden is meta now, killers use it as often as survivors use DS+unbreakable. NOED does not even guarantee you a kill: anyone hooked during endgame can be unhooked and gets a free escape if he has DS. Meanwhile, DS indeed guarantees you 60 seconds of god-mode. Moreover, NOED can easily be countered by survivors. Now tell me how to counter DS? Saying "just don't tunnel, lol" is almost the same as saying "just don't finish all the gens, lol" in this context.

    Enduring: You get stunned? Don't worry, it hardly matters

    Spirit Fury: You get stunned? Goodbye pallet

    Nemesis: You get stunned? They're your obsession now, you see their aura, and they can't hear your terror radius

    Getting stunned by a pallet is not a "mistake". You either get stunned or respect it: one way or another you waste some time. Enduring and spirit fury just give you the ability to finish loops earlier by never respecting and always eating the pallets.

    Pop Goes the Weasel: Gen going too fast? Just [BAD WORD] remove a quarter of it

    Yeah, but if you lose a gen - you lose it for good. PGTW does just that: makes the gens slower, just like a whole category of other gen perks. They make the objective slower to complete, but there is no way to truly undo a completed objective.

    Undying: Totem gets cleansed early? No it didn't, it's already back

    Undying is already dead now.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1857032#Comment_1857032

    I was about to argue on this one, because everything you said has nothing to do with p2w so it refutes your point very well.

    But then I read "several thousand hours" and couldn't take you serious anymore. On a rough average, you can unlock one character per 60 hours of gametime...

    So having strong killers and perks locked behind a paywall and a grindwall which can be bypassed by buying DLCs is not p2w? mkay.

    >On a rough average, you can unlock one character per 60 hours of gametime...

    Yeah, I have 400 hours of playtime and so far earned just enough shards to unlock 2 killers and several perks. Even if it were 60 hours per character, it would still be insanely long, but in reality it's much longer. Imagine you want to unlock every non-DRM character, say, within a year, how are you going to achieve that without buying DLC? It's probably mathematically possible, but I'd love to see someone do it.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1857008#Comment_1857008

    Nurse is still considered to be the strongest killer and she is free. Huntress is up there and she is also free. You don't need DS or BBQ to win. There are a lot of tracking perks. Some I say are even better than BBQ. If DS is the only reason you escaped then you need to practice being a better survivor.

    Now Ruin+Undying, PGTW and Corrupt Intervention on the other hand. Yeah those are DLC and practically needed at higher ranks. A 4k can be done but it is certainly difficult. Survivors would have to screw up or really get out played.

    Everything you just said does not refute my point. BBQ is still the best killer perk, and DS is the metaest of all meta survivor perks. Nurse and huntress take ages to learn, and Freddy is "ez win out of the box" kind of killer.

    And I didn't even mention the fact that you will eventually have to buy those DLCs that you can buy with shards, since grinding shards for them would take more than several thousand hours of playtime. The grinwall is so high that you don't have any other choice but to buy them if you want to unlock them all within a year.

  • @GoodBoyKaru said:

    How is it a pay-to-win system when the only way to get bloodpoints is through playing the game. You cannot purchase bloodpoints, nor can you purchase the Iridescent Shards to get bloodpoints in the Shrine, so I fail to see how this is pay-to-win.

    Grind-to-win, yes, and I don't see a problem there.

    One of the strongest killers, Freddy, is behind a paywall. Best perks in the game, BBQ and DS, are behind a paywall. And don't tell me about the shrine: if you want to get them in a definite amount of time, you have to buy DLC. So yeah, the game is both grind- and pay-to-win.

  • Survivor queues are almost instant during the daytime, killers take up to 15 minutes to find a game here.

  • The perk is perfectly fine. Learn to play without items: I bring items only when I have to do a challenge, so rarely even know the killer has the perk. The perk isn't even that strong: it's just a toxic perk that counters toxic flashlight and key users: an eye for an eye. It's one of the most balanced perks in the game at the moment, so leave it alone, please.

  • The new totem spawns are really horrible, I had games where I had to run around the same place with Small Game trying to figure out where exactly the totem is for about a minute or two. I don't know whether it's just me being unfamiliar with the spots, but some spawns are almost impossible to find without Small Game or Detective's Hunch in normal gameplay. You just won't waste 20 extra seconds for every tile the map has just to check all the corners for totems, so the hex perks now actually stay for quite long when I play soloQ survivor.

    But the won't nerf it or do anything with it, because the game is being balanced around SWFs. And SWF sweat squads can clear all the totems on the map within a minute from the beginning of the game, since they can coordinate their found spots and deduce the remaining positions. Even if they can't cleanse it, they just share the info on the totem they've seen with others and someone else will cleanse it: if one player has seen the totem, his entire team has seen it. Moreover, they can coordinate to leave easy-to-find dull totems so that they have a better chance of cleansing NOED. Sometimes my NOED goes down within 10 seconds flat after activating, because they immediately check all the memorized dulls they've left just for this case. You will never see such a perfect coordination in soloQ games.

    In solo games the NOED is not even a hex, it's a simple perk which lasts forever: once you know it's there - you'd better run out of the gates, since there is no way you can find that totem if it's not in one of those spots that get cleared by lucky survivors at the very start. By the end of the game only those barely possible to find totems are left, and NOED is on one of them, good luck searching the whole map for it with the insta-down killer running around.

    So everything with the totems will stay the same since it's fine in SWF games. Nobody cares about our suffering as solo survivors.

  • The perk itself is fine if we are talking about a fair game of 4 solo survivors. This perks becomes a nuisance only in SWF sweat squads, where it becomes their legal wall hack for the team. You shouldn't constantly change the game when the problem is somewhere else entirely: half of all the problems this game has come from SWFs and how comms break any balance this game could have. Just do something with SWFs and stop crippling survivor perks further, making solo survivor experience worse than it already is.

  • @RaeOfSunshine808 said:

    https://forum.deadbydaylight.com/en/discussion/131665/fix-the-hitboxes-already

    People are saying hitboxes are not broken but I have actually video proof of it being ridiculous. And so do many different YouTubers. You can literally look up clips of hitboxes being broken. Idk why people say they aren't.

    People who keep saying that the hitboxes are fine are mostly killer mains (especially huntress mains), so of course they don't want them to be fixed: the broken hitboxes give them so many free hits!

  • @SpaghettiYOLOKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1855206#Comment_1855206

    Seeing as how the times I do camp when gens are done are rarely successful, I'd say it comes down to the killer you're using and their downing power and simple timing. A Bubba squatting is obviously really dangerous because he swings back and forth and he has three tokens for the chainsaw, meaning he is going to keep going until everything moving in the general area is on the ground. Killers with instant downs are much more efficient at face camping than killers that HAVE to do two hits.

    Even if I camp with Bubba, they still successfully finish the unhook animation. Yes, they both then lie on the ground, but it changes nothing: the unhook is complete and the unhooked guy now has his classic 60 seconds of god-mode, so you have to hook the other one. It's the same as a simple trade which two-hit killers have to do. So what is so deadly about it then? There is no way to stop them from finishing the unhook animation completely. Or is there something I don't know about?

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1855094#Comment_1855094

    It actually wasn't, but okay.

    https://us.v-cdn.net/6030815/uploads/FKO9P9Z6GEOW/image.png

    Checking the patch notes gives no reasons as to why it was changed, so I'm not sure how you know for certain (let me point you to "definitely") but, okay.

    If I was to take a guess, though, I'd say that it was changed because it let you grab someone out of a locker after they'd stunned you with Head On at tier 3. However, like I said, nothing in the patch notes.

    What could be wrong with the locker grabs? If you stunned the killer - run away, don't hide in the same locker again. Problem solved. It doesn't even sound like a potential reason, they just wanted to make that DLC perk even more OP.

  • Why do you all say that facecamping is one kill? Whenever I tried to facecamp against SWF, they always save the hooked person. Is there an actual way to stop them from saving the hooked one completely or what?

  • You grind, that's how. Welcome to Dead by Daylight. Grind for xp, buy Plague, grind for blood to get those perks after they are unlocked. Grinding the bloodweb is not that hard, it takes about a day of intensive play to get from level 1 to level 50. At level 50 you get 4 different perks, 2 of which you can take (the other 2 get eaten by the entity).

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1854472#Comment_1854472

    I don't like slugging. Few people do. I'll do it when I'm having a bad game or someone was acting toxic, but I just find it boring. Third Seal seems like one of those hexes like Devour and Lullaby that always get broken instantly. It has caught me off guard as a survivor though.

    Yeah, hexes are wasted perk slots against SWFs, which often destroy totems within seconds. My favorite build is the slugging Bubba, I always pick it after I get destroyed by overly optimized SWF group to blow some steam. Although even then I have to suffer from DS, since in order to play optimally you have to hook the slugs when you can't find anyone else. It feels especially bad when they use it at the gates: this shouldn't be happening and DS should deactivate after the end-game collapse, since it just gives them literal immortality and a free escape.

  • If you get offended so easily and find it hard to control your emotions, I think this game is not for you. You will either find it unbearable at some point (especially when you reach high ranks), or this game will eventually corrupt your soul and change your personality, bringing you to the dark side, and after several hundred hours you will be one of those t-bagging survivors or face-camping killers. Learning to properly control your anger is one of the most crucial skills this game requires, if you play killer or solo survivor.

  • Survivor queues take so long only in the NA region. Here in Europe survivor queue is instant while the killer queue may take up to 20 minutes. This changes only in the night, when killer queues become quick for several hours, but from morning to evening it's the instant survivor lobby time. That's why I mostly play survivors, otherwise I would mainly play killer if not for the insane queue times for killers.

  • It's still a wonder why it's not affected by Unnerving Presence and Enduring. Enduring reduces your stun duration is reduced, but not for DS, nope: DS is an exception! Unnerving Presence even says plainly: "Triggered Skill Checks' success zones are reduced by 40/50/60 %." Well, for every skillcheck in the game EXCEPT DS, because DS is an exception again! They basically nerfed the only perks that could counter it so that they don't counter it anymore, as if DS was too weak of a perk and nobody wanted to use it.

  • It's easy as hell to save someone who is being facecamped by Bubba. You just need 2 people for that instead of 1, so that if he starts chasing one, another can unhook. He can't 99 his chainsaw anymore, so you will always complete the unhook animation. Try facecamping against an efficient SWF group if you want to learn how to counter it.

  • I think you answered your own question, and even have proven your point.

  • @tippy2k2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1853100#Comment_1853100

    WGLF let's you pick up downed survivors at double speed

    Whether that's enough to make it worth it or not is up to you but WGLF does have a positive effect for your gameplay

    Oh, I missed that buff then. But it's still crap, comparing to BBQ.

  • BBQ is literally two perks in one. But what is really interesting about it, is that even if it were indeed 2 separate perks (one for tracking and another for bp), both would still be S-tier. It's strange that they never thought about nerfing it.

    Survivors have a similar perk for bloodpoints: We're Gonna Live Forever. But that one only gives bp stacks, and nothing else: it doesn't give any actual gameplay functionality like BBQ does. And I'm not even reminding that it takes a lot of sweat to get all 4 stacks on WGLF while you can always get all 4 stacks on BBQ without sweating much, since you only have to hook survivors once.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1852972#Comment_1852972

    Yeah, this "I had 32 ping" is the real BS happening. You can only see your Ping and if it is good, it does mean nothing if the Killer has a bad Ping. But for some reason, the Survivors cannot see the Killers Ping, but the Killer can see the Ping of the Survivors. Dedicated Servers simply made it worse, before you could see that you had a Killer with high Ping (aka you got connected to a Player who probably lives far away from you or if the ping was spyking, has quite poor internet), but with Dedicated Servers, I never have a Ping higher than 60, mostly it is 35-50.

    But now, you only see your Ping, but not the Killers, which makes stuff like this happen.

    And personally, I dont see anything wrong with saying that those are Russian Players, because you can be sure that those Players most likely dont do it intentionally, they just have no other choice, because there are no Servers in Russia. So it is not naming&shaming or anything, it is just what it is - players who get connected to a Server far away because there is no other option. You have to name the problem and the problem is that BHVR has Dedicated Servers without being able to open Servers in some regions of the world.

    I am at the point where I just want to go back to P2P so badly, I would give everything from Dedicated Servers up for that. I am just tired for getting questionable Hits or Grabs, just because a player from Russia is the Killer. And meanwhile, I have great Ping, but this only means that players who go against me as Killer will most likely have an awesome experience. Which is nice, but eh.

    At the very least, the Killers Ping should be visible.

    The matchmaking is also interesting. I live in Eastern Europe and often play with players from China (and they are really from China: they even speak Chinese curse phrases like "SB" and "NMSL" in chat when they are angry, although it takes some Mandarin knowledge to understand what these mean). So somehow we got connected from two opposite sides of the globe, and play on the same server, which must be either in Europe or in Eastern Asia, since there are no servers in Russia or any other country in between.

  • BHVR can't and doesn't want to deal with any cheaters. DbD itself has no any kind of anti-cheat protection within the game, they use an external program "Easy Anti-Cheat" for that. So yeah, unless EAC starts detecting the cheaters or they change their anti-cheat software, nothing will change, and the devs won't even try to make their own anti-cheating software (imagine the blood-curdling horrors that would spread if they did).

  • Due to the lag compensation DbD uses, if the hit happened on the killer's side, the server accepts it even if it didn't actually happen. This system was taken from multiplayer shooters. Killer always sees survivors with a certain latency, so he sees them at positions they were some time ago, not where they are now actually. The higher the killer's ping, the larger the latency, the more the distance between the actual positions of survivors and the positions the killer sees. So a high ping allows killers do things like this. The same applies to the infamous vault hits, hits through pallets and simple 3-meter hits in general. HEX: WiFi + HEX: VPN is a pretty tough meta perk combo among many killers nowadays.

  • @[Deleted User] said:

    It helps a ton but I almost never use it. Everytime I put it on my build I use it in maybe 1 out of 10 matches, so I feel it's a wasted slot.

    Yeah, you have to bring DS just to have an obsession in you game. The mere presence of the obsession helps more than the actual perk. When I don't pick it, every third game in my soloQ I play in a team without an obsession, and it turns into hell, since the Killer doesn't hesitate to tunnel everyone.

  • It would definitely help to have an obsession in every game, even without any obsession perks on any side. This way the Killer won't get the message "you can tunnel whoever you want" when he sees no obsession.

  • @Mooks said:

    If they just escape they will black pip or maybe even depip so they are trying to get chase points. The t bagging is probably just so it’s not as boring to collect those points.

    being afk and using noed in the end feels scummy because you take away the possibility for them to get enough points in chasing and atruism and then even take away the survival points/escape emblem.

    (not saying I would complain about that. I just do gens and make sure all totems are done kn those kind of matches and move on quickly to next one. But it’s really not that hard to understand why people would have a problem with your behavior)

    Can you really get chase points if the AFK killer has no terror radius?

  • I like how the killer can easily switch perks to Lightborn when he sees flashlights in the lobby and to Franklin's if he just doesn't like the items, but the survivors have no way to know who the killer is, so they can't just put Calm Spirit against the Doctor and Clown or Small Game against the Trapper, so a build that could be good against specific killers is just wasted perk slots in all other occasions.

  • I still don't get why they award those 1000 bp for unsafe unhooks. It just makes no sense. Make it so that they get nothing for the unhook, and then +1500 for a safe unhook. Right now just hookbombing and unhooking at the killer's face is the most rational strategy if you are here just for the bloodpoints, since waiting for the killer to leave gives you extra risk to lose the unhook to a competing survivor, so it's better to grab those 1000 points than to risk losing them for additional 500.

  • What would really be awesome is moving SWF into a separate game mode with its own rules (where the killer would be stronger). Now that would really remove half of the game's issues.

  • If you have BT and still wait for the killer to leave, it means you just waste your perk slot (and some time on waiting as well). It's like healing before popping the last gen when you have adrenaline.

  • @Exerlin said:

    This strategy only works well against teams that perform poorly. By that, I mean a team that has someone downed really early, a team that doesn't work at gens, and/or a team that hangs around the hook while the killer is obviously camping.

    also uh, known as most solo queue matches

    But even then, that relies on the killer either being afraid of DS or the survivor being tunneled to death having DS. And even then, if the team is bad, that aint gonna stop the killer.

    All it actually takes is having just one bad survivor in the game. If he can be eliminated by the time 2 gens are remaining, the Killer wins. And in solo queue you are almost guaranteed to have at least one potato in your team.

    @Tsulan said:

    DS isn't a requirement to survive.

    Staying with the analogy of the top killer, survivors can complete 3 gens before the first hook. Your tunneling would kill the first survivor by the time the last gen gets completed.

    It would take 80 seconds for 3 survivors to repair 3 gens. The survivor must be a really good looper if he lasts 80 seconds. So of course a smart killer will never target good loopers if he has an alternative.

  • @TeabaggingGhostface said:

    Do bones

    With the new bone spawn locations it's hard for me to find the totems even with the Small Game. Sometimes I have to waste a minute running around several blocks of garbage trying to pinpoint the location of a totem by carefully moving my camera.

    in NOED Comment by Junylar
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